using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGame7
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Rectangle viewreport;
        //Texture2D fundo;
        //MenuStats stats = MenuStats.cenaIntro;
       // Texture2D Intro = null;
       // Texture2D GameOver = null;
       // Personagem personagem;
        //Texture2D inimogoTexture;
       public static Game1 self;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            self = this;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            //InimigoManager.Initialize(Content.Load<Texture2D>("inimigo"));
            //Intro = Content.Load<Texture2D>("Menu");
            //GameOver = Content.Load<Texture2D>("GameOver");
            //personagem = new Personagem(Content.Load<Texture2D>("personagem"));
            SceneManager.setScene(new Menu());
            InimigoManager.Initialize(Content.Load<Texture2D>("inimigo"));

            viewreport = new Rectangle(0, 0,
                graphics.GraphicsDevice.Viewport.Width,
                graphics.GraphicsDevice.Viewport.Height);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            SceneManager.update(gameTime);
           /* KeyboardState teclado; 
                teclado = Keyboard.GetState();
            
            switch (stats)
            {
                
                case MenuStats.cenaIntro:
                    if(teclado.IsKeyDown(Keys.Enter))
                    {
                      
                        
                        
                    }
                    break;
            }
            */
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
           // spriteBatch.Draw(fundo, viewreport, Color.White);
            SceneManager.draw(gameTime, spriteBatch);
            
            /*switch (stats)
            {
                case MenuStats.cenaIntro:
                    spriteBatch.Draw(Intro, Vector2.Zero, Color.White);
                    break;
            }*/
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
